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  1. #1
    Player
    PercibelTheren's Avatar
    Join Date
    May 2023
    Location
    Limsa Lominsa
    Posts
    1,000
    Character
    Percibel Theren
    World
    Zodiark
    Main Class
    Astrologian Lv 90
    I think a step in the right direction towards making players spend more time in the open world of XIV would be to allow the gathering node detecting skills to be on no matter the job. I was used to this being the case in Rift way back when I played that and I still miss it immensely. Traveling from point A to point B felt a lot less like wasting my time when I could gather a plant for my potions here and mine some ore for weapons there. It felt rewarding to walk places instead of teleporting because there was always stuff to find along the way. I have been playing some Genshin Impact and I feel like the same applies there as well. There are a few select things you can only gather if you have a specific element/weapon character active, but you can still SEE that the thing is there. In XIV, unless you constantly have a gathering node map open or you have memorized the gathering spots, you have no clue.

    The gathering nodes aren't exactly obvious, either. Sure, you gather wood from trees (mostly), but they look the exact same as all the other trees in the area. You can't look at the area and go "Oh hey! These are the flowers I need for X potion, let me pick them up!" because that one bush has 5 different gathering drops and you have no way of knowing unless your Botanist is active. Unfortunately, it's too late to ask them to change this because they would have to overhaul the entire game, but one can dream, right?
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  2. #2
    Player
    Jojoya's Avatar
    Join Date
    Feb 2018
    Posts
    9,091
    Character
    Jojoya Joya
    World
    Coeurl
    Main Class
    Bard Lv 100
    Quote Originally Posted by PercibelTheren View Post
    I was used to this being the case in Rift way back when I played that and I still miss it immensely. Traveling from point A to point B felt a lot less like wasting my time when I could gather a plant for my potions here and mine some ore for weapons there. It felt rewarding to walk places instead of teleporting because there was always stuff to find along the way.
    Out of curiosity, are you thinking of their artifact system when talking about finding things along the way? That was interesting though I think it should have been fleshed out slightly more when it came to what info was on the artifacts. Get all the artifacts in a collection, report to the NPC that would then give you a small reward for the completion.

    Something I would bring up in the flying debates in WoW during WoD is that it's not flying that takes away value from ground. It's the lack of content that the player wants to engage with. There are only so many times one can travel from point A to point B before they mentally start tuning it all out if there is nothing new to see along the way. A lack of flying is also more obstructive to players with less time to play and so they have to be more efficient with what time they have available. If there is content on the ground that player wants to do, they will be on the ground doing it. It's not flying that gets in the way, It's the lack of interest.

    Something like RIFT's artifact system would give players who want more reason to be on the ground and exploring exactly that. You didn't know what you would find or where. Maybe it would be out in the open on a path, or maybe it would be on the branch of a tree, or even on a rooftop that required a small jumping puzzle to reach. If there was a specific artifact needed for multiple collections, it may not spawn in the same place when you try to get it for the next collection. Because the rewards generally weren't extremely generous, players not interested in engaging with the system could easily ignore it but the rewards were still enough for those who were interested (open the small chest for consumables and a chance at low level gear to use or sell, save up lucky coins to get a minion or housing item, etc.)

    Again, it's not flying that's the problem. It's the lack of content that players want to do that is the problem. Some enjoy doing hunts, FATEs, gathering, etc. so they spend a lot of time in the open world. Others prefer the instance grind and so they don't.

    Taking flying away isn't going to solve anything if the content isn't there to catch the player's interest. If the content is there, then players will naturally congregate where it is to help increase player interaction even if they're still able to fly.

    Quote Originally Posted by Xaruko_Nexume View Post
    I prefer linear. I have tried Skyrim so many times over the years because of recommendations from friends. It looks like a game I would love on paper. Then I play it, and Im just...always lost.
    There is a fairly linear story to follow if you want. But it's very easy to get distracted by the side content.
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